scidave's Recent Forum Activity

  • It seems like all I do now days is answer posts asking for more details... but I do think more would be helpful here.

    I want to include a variety of classes

    This isn't clear what classes are? I'm guessing an RPG type class like Wizard, or Warrior, etc...

    hot-seat multiplayer game

    Will everybody use the exact same controls?

    code all the skills and abilities for every class FOUR times for each player

    Why not have only one character sprite, but multiple instances of him for each player. That way the core abilities will apply to the sprite and only those things unique per player will change.

    But I'm not the best to answer this on the whole as I have not made a hot-seat multiplayer game yet. I though Souljaboy was?

  • There wasn't before. But now it is

    What did you do before things stopped working? Did you install some software or change something in the system? More details will help... although you pretty much said you completely re-installed.

  • What is the error message saying??? Translate the error message for us. Unless people know russian they won't be able to help!

  • I don't understand russian. Is Construct itself failing to run? What is the error message saying? Do you have the MSVCR80.DLL ?

  • I think you are in uncharted territory here, so experimentation is probably best. It would probably take quite awhile to even start to draw up a plan for something like this. It's definitely going to be complex!

  • Very impressive share! This is by far the most polished available .cap for a platformer.

  • I don't like the ball behavior. Perhaps the latest build (which I haven't updated to yet) fixes the problem but it has always been buggy.

    That being said your problem is that your situation is more complex that just bouncing off a wall. If the player gets really close to the wall you have a potential where the enemy will have to overlap the wall in order to approach the player. You will also run into situation where the enemy will fly past the wall as well.

    That's why the custom movement/path movement behavior is better for stuff like this. If you don't choose to go with that then you have to add more complex conditions to make sure the enemy is never overlapping the wall.

    This seems to be pretty stable:

    http://www.box.net/shared/ztv5kcehnj

  • It seems to work fine for me. Are you doing something different than this .cap?

    http://www.box.net/shared/ztv5kcehnj

  • try adding a "on step" condition combined with a condition that checks if the enemy is overlapping a wall. If so then the action would be to reverse the speed.

    Edit: Looks like "On step" is not necessary. A simple check if overlapping (or colliding) and then setting the rotation towards the player will work. and yes it does override the solid attribute.

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  • Using Rojohound's path movement behavior would be one possible way to do it.

  • Looking good Minor! The first one looks like a platformer version of the rouge game. When do we get to play it?

  • Try out the tutorial first. It shows you how to do animations! It shouldn't be too hard to then apply that to your problem. If you still have questions at that point then feel free to ask more detailed questions.

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scidave

Member since 4 Jul, 2009

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